I'm really against using bosses on that level though Also I'm not sure if it's possible to count dead enemies from a ASSController actor, events only happen when the actor is left without enemies anymore. ODs' spawning is done throughout EXMapInfo instead, which has an in-built event trigger for when a player dies.

By the way I already changed the third wave to spawn more enemies however, including the 300th/400th pawns.

Ooh! Thats ok then. Those guys are chaotic enough as is.Well considering you're here, I might as well get a few more things off my back that could be intriguing.

Would it be possible to make a mod for Deathmatch that replaces the Udamage with one of the Pillars? And considering they don't respawn, an idea would be to have them cycle ALA Chaos UT.

Lastly, I would recommend a boss/ambush segment that involves allies. I know that the Saints are against the player, but I just love the thought of them forging an army to fight alongside. Then again, I guess its better the player remains a one man army to give that feel of accomplishment.

That's all I have to say for now. I'm just curious on how you will make a model for whatever that thing is in the skybox of shadow maps in the (final?) Boss. I think I've seen bodygrouped models in Unreal before, but then again, whatever you have in mind has me curious. After all, Im already blown away by the majority of G59 as is.

No, Shadow God won't be a boss. You simply can't fight against that enormous thing, story-wise no entity can; if it would be killable in a direct fight G59's core of the story wouldn't even be a thing.And even then if I'd ever want to put it in I simply can't make that sort of mashed-up pawn.By the way, you won't deal with Shadow pawns anymore after SHADOWNESS, as you're heading in places that are temporarily unreachable by them. A better excuse is because I don't want players to constantly deal with those - Shadow gameplay is sorta one-dimensional and by the time you reach SHADOWNESS you've pretty much seen all what they can do, plus their mystery aura is blown off.

There won't be any ally as well. Unreal single player was, already, very anti-ally so to say (which is one of the reasons why I don't want to go through ONP, it had really annoying allies. It simply doesn't work). G59 is strongly focused on the "one vs all" theme. It's clear already that Saints are against the Hell Survivor anyway.

As for the pillars, anybody is free to write a mutator with them. It's not in my priorities at all. Just fyi they don't offer much in Deathmatch and some of them can be as outright broken as the Revenant powerup in Doom 4 MP (assuming it's still broken right now like the piece of shit it was in the beta). I guess only Belphegor's pillar fits DM.

One thing I am curious about is how you gave BaalBerith the ability to Teleport? Interestingly, his teleportation actually works in DM. For all I know that could be the Monsterspawn fix.

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Same teleport system as the Queen. I'm assuming he uses pathnodes in DM. The SP version of BaalBerith won't teleport for performance reasons, the MP variant will though so use that once it's out. By the way he won't have any special attack, he's simply a super powered Demon SWAT. Fuck the Warlord code.

Be wary of what G59 creature you let spawn, some of them were strictly made for SP only.

The CA map will be by the way the only one for G59. No plans for a second one, I can simply update Ancient with more stuff.

I also went to re-read the old G59 threads and it's still always amazing how things change. The last thread's OP be like "info->defaultphase->phase1->phase2 NOTHING ELSE". That phase shit was dumb and wouldn't have worked as good as I hoped but the result would have been largely different. One map mentioned in one of the released levels has been completely cut. The upcoming finalized G59 release will very likely come with some sort of commentary doc.Another thing I'm really glad about is how certain EXU core races have been incorporated within the story.

As a player who tends to take his time, you should reward players with good observation skills. Hell, maybe even a whole different path like the Demo of EXU2 to get the Chaos Barrel.But if your not so much into humorous Easter Eggs, Maybe include a secret boss battle against a Mary-Sue representation of yourself? I imagine your monster species would either be a Skaarj Trooper or a Nali with demon powers.

...What am I doing!? I really gotta stop coming back to these threads and making these recommendations. I should just let you do your thing rather than spouting all these opinions. Don't wanna guilt-trip, But I gotta contain myself and stay out of the masterpiece in the making.

This weekend I'll be playtesting the classic first half of G59 (from the beginning to Map 8) in order to check all the slight but relevant changes done and the overall balance status. Once that's done I'll go for the second half (which requires more extensive changes and balance tests) and then ultimately finish the last level and the ending.The early part of G59 is going to be more feasible to clear on Easy difficulty, in order to give a better playing experience to EXU2 beginners which I really hope they'll try out G59 when the final version is out.

Tracklist is also finalized; it's changed from the last patch version (just last few tracks only), so once the new version is out you'll have to delete all the previous patch's g59 music from the folder (thanksfully already all easy to recognize).I'm waiting for Cybernetika+Xenofish to release their new collab album (supposedly very soon) which should contain the final mastered version of Fragmented.

CA-AncientScapes has also some changes: the sky has been modified, it's now clear clouds and all yellow/green like classic perditus was. The underwater item refresher also gives a 2-ammo worth SK6. Music changes to Gamma Ray Chase once the third enemy wave pops up; third enemy wave has a new G59 campaign pawn and there's a very VERY RARE chance that it will spawn either Gatekeepers, Black Knights or Hellfighters.ODs have their HP boosted up I think instead, with custom sounds now.

For Coop modes, now in all maps you respawn with double Piddledoper, and with increased health if armors aren't in the item list of a specific level. Difficulty increase changes are mostly irrelevant on the long run but I want G59 Coop to lean toward a laid-back experience as it's more fitting to the pack itself. Before the final version is released I may probably test the whole thing online in a server (Loathsome? Jaypeezy? Need your help, one or another). Planning also an after-release online event to commemorate the release.

Last thing - I fixed the Magatsu Guardian (the big Skaarj) projectiles. Now they properly use the arc mesh.

Ok. Last post. I know that G59 is very decoration-heavy, but Don't you think the Scapes have a little TOO many bells and whistles?

Either that or my PC is crap.

If you care at all, here are my settings, you could point out anything I could change:

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[EXUOpenGLDrv.OpenGLRenderDevice]MaxDrawDistance=65536.000000AdditiveTranslucency=TrueZRangeHack=TrueAAFilterHint=0NoAATiles=TrueNumAASamples=0UseAA=FalseRequestHighResolutionZ=FalseMaskedTextureHack=TrueSmoothMaskedTextures=FalseSceneNodeHack=TrueFrameRateLimit=0SwapInterval=-1UseFragmentProgram=FalseUseVertexProgram=FalseUseCVA=FalseUseMultiDrawArrays=TrueTexDXT1ToDXT3=FalseDynamicTexIdRecycleLevel=100CacheStaticMaps=FalseUseTexPool=TrueUseTexIdPool=TrueUseSSE2=TrueUseSSE=TrueBufferTileQuads=TrueBufferClippedActorTris=FalseSinglePassDetail=FalseSinglePassFog=TrueColorizeDetailTextures=FalseDetailClipping=FalseUseDetailAlpha=TrueDetailMax=0RefreshRate=0MaxTMUnits=0NoFiltering=TrueNoMaskedS3TC=FalseMaxAnisotropy=0UseTNT=FalseUse16BitTextures=TrueUseS3TC=TrueUseAlphaPalette=FalseAutoGenerateMipmaps=FalseUseTrilinear=FalseUsePrecache=FalseAlwaysMipmap=FalseShareLists=FalseUsePalette=TrueUseMultiTexture=TrueUseBGRATextures=TrueUseZTrick=TrueMaxLogTextureSize=8MinLogTextureSize=0MaxLogVOverU=8MaxLogUOverV=8OneXBlending=FalseGammaCorrectScreenshots=FalseGammaOffsetBlue=0.000000GammaOffsetGreen=0.000000GammaOffsetRed=0.000000GammaOffset=0.000000LODBias=0.000000DetailTextures=FalseDescFlags=0Description=HighDetailActors=TrueCoronas=TrueShinySurfaces=TrueVolumetricLighting=TrueIt might be worth mentioning that the No filters is a personal preference.

Either way I never got a report of AS being laggy, and definitely it's not laggy at all there. And aside the trees (which are the same ones from perditus, and perditus is much more demanding overall) there are practically zero other decorations.Perhaps if many monsters begin to spawn in the map it'll start to get slow but I really don't think it's ever going to be more demanding than most of the bigger Waffnuffly EXU2 maps (e.g. Bluff).

EDIT: I forgot I lowered the max amount of ODs that can spawn, it's now up to 10 rather than 25.

UBerserker wrote:Perhaps if many monsters begin to spawn in the map it'll start to get slow but I really don't think it's ever going to be more demanding than most of the bigger Waffnuffly EXU2 maps (e.g. Bluff)

the FourHundredthPawn is more demanding than any EXU2 map.A high-end card is enough to handle this guy at a decent framerate. (Small Framerate drops)

the EliteHyperPopper is also a demanding pawn, but still not as insane as the 400thPawn.Oh, the mercenaries will be always the most demanding, spammers.

UBerserker wrote:Perhaps if many monsters begin to spawn in the map it'll start to get slow but I really don't think it's ever going to be more demanding than most of the bigger Waffnuffly EXU2 maps (e.g. Bluff)

the FourHundredthPawn is more demanding than any EXU2 map.A high-end card is enough to handle this guy at a decent framerate. (Small Framerate drops)

Set both 100th pawns to spawn much more rarely (not as rare as the boss enemies though as the 100th pawns die in nothing).

Had another go at the Scapes, and it seems that the map/my computer can definatley take a beating!The closest thing ive had to a crash is the floor turning into rainbow static when using Nuke weapons like Agonix's BFG 10500 and the Fun Barrel. Is that normal? There's also a near-crash where the game windows and removes itself from the taskbar.

UTNerd24 wrote:Had another go at the Scapes, and it seems that the map/my computer can definatley take a beating!The closest thing ive had to a crash is the floor turning into rainbow static when using Nuke weapons like Agonix's BFG 10500 and the Fun Barrel. Is that normal? There's also a near-crash where the game windows and removes itself from the taskbar.

Anyway, Can't wait to see the update and take on some Fighter Jets.

Yeah, it can happen but those are weapons you aren't supposed to use. Either way I turned off high shadow detail for the terrain, so crashes like that shouldn't happen anymore.

Holy mother of fuck! We've finally got there(yes you get a LRPC at the end of this map, all main weapons appear)

So yeah I finally finished testing all of the updated G59 campaign except Map 14 which is still in-the-works. Map 13, as you can see from the screenshot, took me over THREE HOURS to finish. This behemoth ended up utterly amazing - after managing to strike down all the issues that caused it to crash (replaced fader panels with knives and removed a lot of useless pathnodes). Regarding pathnodes, the reworked "Escape from Na Pali" makes extensive use of them; what happens generally is that when monsters hear something bad, they will either start patrolling around the map or they'll start actively hunting you, meaning you got to check your back all the time as the enemies will make full use of the level's layout. So you cannot overcommit to fights because you will never be sure you haven't left anything behind. The map has a crapload of items and ammo so you can use almost any fighting strategy against the enemies, Hellgun aside.It's still quite demanding graphic-wise but as long as you have a 2009-era computer you should be fine. At worst there's some lag while using the Quadshot's primary fire in front of a busy-looking part of the map. No crashes though.

So now, what's the status with G59? Between me and the release there's just Map 14 and the ending cutscene left to develop (Map 14 is the alien thing I've shown recently). It's still far away from being finished but at the speed I'm going everything could be ready for the end of October or for early November? I absolutely want to finish everything before the end of 2016.

Note that, after G59 is fully released, I will still release patches for it, mostly for balance reasons or if a new EXU2 version is out, however I'm not planning any other additions to the pre-existing levels. Everything is overdone by now.

While I'll focus on Map 14 from now and on, here's the next version's patchlog. Have a good read! (I really hope Cybernetika and Xenofish release their album soon as well lol)

Miscellaneous

Main package updated with new content.

Music list slightly changed and re-tagged, images removed. Recommended to remove the old G59 songlist in your folder before copy-pasting the new one.

G59-Sounds.uax has been updated with new custom sounds.

The visuals of the MagatsuGuardian's projectiles have been finally fixed.

Various creatures that were unused yet before this patch have been either overall buffed or slightly changed.

Sin Pillar of Lust's charge increased from 150 to 200.

Sin Pillar of Greed's charge decreased from 4 to 2.

Sin Pillar of Pride's charge increased from 10000 to 30000.

Sin Pillar of Rage's charge decreased from 40 to 7.

Drakk texture package updated and finalized.

MagatsuTyrants and MagatsuNova will explode upon death, just like how MagatsuTroopers and MagatsuBots do.

Killable version of Ghatanothoa (Titan form only) available for multiplayer. His strikes deal 1000 damage points each.

Gatekeepers/Naberius death sound has been changed to the regular Gasbag one.